// Copyright 2013 The Flutter Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "flutter/flow/matrix_decomposition.h" namespace flutter { static inline SkV3 SkV3Combine(const SkV3& a, float a_scale, const SkV3& b, float b_scale) { return (a * a_scale) + (b * b_scale); } MatrixDecomposition::MatrixDecomposition(const SkMatrix& matrix) : MatrixDecomposition(SkM44{matrix}) {} // Use custom normalize to avoid skia precision loss/normalize() privatization. static inline void SkV3Normalize(SkV3* v) { double mag = sqrt(v->x * v->x + v->y * v->y + v->z * v->z); double scale = 1.0 / mag; v->x *= scale; v->y *= scale; v->z *= scale; } MatrixDecomposition::MatrixDecomposition(SkM44 matrix) : valid_(false) { if (matrix.rc(3, 3) == 0) { return; } for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { matrix.setRC(j, i, matrix.rc(j, i) / matrix.rc(3, 3)); } } SkM44 perpective_matrix = matrix; for (int i = 0; i < 3; i++) { perpective_matrix.setRC(3, i, 0.0); } perpective_matrix.setRC(3, 3, 1.0); SkM44 inverted(SkM44::Uninitialized_Constructor::kUninitialized_Constructor); if (!perpective_matrix.invert(&inverted)) { return; } if (matrix.rc(3, 0) != 0.0 || matrix.rc(3, 1) != 0.0 || matrix.rc(3, 2) != 0.0) { const SkV4 right_hand_side = matrix.row(3); perspective_ = inverted.transpose() * right_hand_side; matrix.setRow(3, {0, 0, 0, 1}); } translation_ = {matrix.rc(0, 3), matrix.rc(1, 3), matrix.rc(2, 3)}; matrix.setRC(0, 3, 0.0); matrix.setRC(1, 3, 0.0); matrix.setRC(2, 3, 0.0); SkV3 row[3]; for (int i = 0; i < 3; i++) { row[i] = {matrix.rc(0, i), matrix.rc(1, i), matrix.rc(2, i)}; } scale_.x = row[0].length(); SkV3Normalize(&row[0]); shear_.x = row[0].dot(row[1]); row[1] = SkV3Combine(row[1], 1.0, row[0], -shear_.x); scale_.y = row[1].length(); SkV3Normalize(&row[1]); shear_.x /= scale_.y; shear_.y = row[0].dot(row[2]); row[2] = SkV3Combine(row[2], 1.0, row[0], -shear_.y); shear_.z = row[1].dot(row[2]); row[2] = SkV3Combine(row[2], 1.0, row[1], -shear_.z); scale_.z = row[2].length(); SkV3Normalize(&row[2]); shear_.y /= scale_.z; shear_.z /= scale_.z; if (row[0].dot(row[1].cross(row[2])) < 0) { scale_ *= -1; for (int i = 0; i < 3; i++) { row[i] *= -1; } } rotation_.x = 0.5 * sqrt(fmax(1.0 + row[0].x - row[1].y - row[2].z, 0.0)); rotation_.y = 0.5 * sqrt(fmax(1.0 - row[0].x + row[1].y - row[2].z, 0.0)); rotation_.z = 0.5 * sqrt(fmax(1.0 - row[0].x - row[1].y + row[2].z, 0.0)); rotation_.w = 0.5 * sqrt(fmax(1.0 + row[0].x + row[1].y + row[2].z, 0.0)); if (row[2].y > row[1].z) { rotation_.x = -rotation_.x; } if (row[0].z > row[2].x) { rotation_.y = -rotation_.y; } if (row[1].x > row[0].y) { rotation_.z = -rotation_.z; } valid_ = true; } MatrixDecomposition::~MatrixDecomposition() = default; bool MatrixDecomposition::IsValid() const { return valid_; } } // namespace flutter